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โ€œ I don't kill humans! I kill Zeds! โ€ž
~ Kara
Kara
KaraKara in battle.
Level 10 ~ 37
10 ~ 28 (Legend)
Race Human
Zone Firewell Factory
- Stage 4 (Joins party)
Allies Sonny
Veradux
Dr Herregods
Zakk
Voice Actor Amber Lee Connors

Officer Karantha, also known as Kara, is a party member in Sonny (2017). Originally an officer of the ZPCI, she betrays them and joins the group in Firewell Factory.

Personality[]

Involvement[]

Kara is introduced running from ZPCI forces. After Sonny and co. defeat them, he wakes up Kara only to have her whip out a pistol pointed directly at his head. Fortunately, Veradux and Herregods reassure her that Sonny is much better than the other walking dead. She then explains that she and a company of ZPCI soldiers came to purge Firewell Factory of zeds. However, Kara became suspicious when the Praetor joined. It turns out there were no zeds, but the Praetor ordered them to exterminate the human workers, claiming that the entire factory was going to turn. The reason for her betrayal?

"I don't kill humans. I kill zeds."

After Veradux informs her that the ZPCI will probably shoot her on sight, she joins the party, while still threatening Sonny.

Further into the factory, she begins giving useful tips on how to defeat the War Lizard (waiting for it to burn over time), the hurt capabilities of the Boom Bot, and the Terminators (Big damage, but vulnerable after its only attack).

Audio[]

Officer_Karantha/Audio

Attributes[]

Attribute Notes:

  • Values in bold can be encountered in a Legend run (no training), no bold means that these values are only available in training fights.
    • Italic values cannot be encountered in training despite being coded in the game due to Sonny's level being +1 higher than the zone level when entering a new zone, on a legend run.
  • Buffs cannot reduce Power/Defense/Speed below 1. This also applies to Vitality but it normally cannot be modified in battle.
    • For Defense specifically, this means that the Damage taken Mod becomes ~200% while both breached and exposed. See this this page for more info.
  • Visible Power/Defense/Speed is rounded to nearest integer. If the actual value ends exactly in ".5", then it will be rounded to nearest even integer. Visible (Max) HP is rounded up.
  • Abilities can also have Hit./Crit. Bonuses, which are listed under the Abilities section.
  • Only Physical Defense is shown because the other elemental defenses are not used at all on units. They can still get non-physical elemental defense from certain abilities.
Note: This unit is allied, which means that it has lower stats than enemies at same levels, but can equip items. The values below show their attributes while having no equipment.
Base Mod Lvl 10 Lvl 13 Lvl 15 Lvl 19 Lvl 22 Lvl 24 Lvl 27
Power 10 1.2 156.96235.61296.39436.98558.35646.57789.53
Defense 10 0.8 107.97160.4200.93294.66375.57434.38529.69
Speed 10 1.3 169.21254.41320.26472.56604.05699.62854.5
Vitality 10 0.9 120.22179.2224.79330.24421.26487.43594.65
Max HP from Vitality (7*Vitality) 841.551254.431573.562311.662948.853411.994162.56
 
Visible Max HP from Vitality 842125515742312294934124163
Visible Power 157236297437558647790
Visible Defense 108160200295376435530
Visible Speed 169254320473604700854
 
Damage Taken Mod from Defense 155.917%157.34%157.905%158.595%158.906%159.057%159.23%
... while Breached (-50% Defense)177.959%178.67%178.952%179.297%179.453%179.529%179.615%
... while Exposed (-75% Defense)188.979%189.335%189.476%189.649%189.726%189.764%189.808%
 
Hit. Bonus 0%
Crit. Chance 15%
Stun Resist 0%
Focus Drain Resist 0%
Physical Defense 0%


Abilities[]

 
Attack
Element
Type
Range
Target
Physical
Basic Attack
Melee
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
100% Power
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
100%
100%
Reaction
Notes
Has the description "Deal # damage .".
 

 
Rogue Shot
Element
Type
Range
Target
Fire
Active
Ranged
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
0
120% Power
+100%
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
100%
100%
Reaction
Notes
Has the description "Deal # damage with 100% Hit Chance.".
 

 
EMP Blast
Element
Type
Range
Target
Lightning
Active
Ranged
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
7
320% Power
+100%
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
5
100%
100%
Reaction
Notes
Drains 100 Focus from target on hit. Has the description "Deal # damage to all enemy units and drain 100 Focus.".
 

 
Shadow Blade
Element
Type
Range
Target
Shadow
Active
Melee
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
3
180% Power
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
3
100%
100%
Reaction
Notes
Ignores Defense. Has the description "Deal # damage and ignore the target's defense.".
 

A.I. Ability Order[]

A.I. Notes:

  • The A.I. prefers to use the topmost item in the left list, which is ranked according to the abilities' total scaling and A.I. score bonuses. For attacks specifically, their cooldown also plays a part in the rankings (the longer the cooldown, the higher it goes).
    • When an ability's Max HP Threshold condition is met and it's off cooldown, then that ability is added to the left list, in most cases to the top.
    • If an ability cannot be used due to being on cooldown, incl. silences, then the A.I. moves down the list to the next ability. If no abilities are available, then the A.I. skips their turn.
    • The A.I. will also not use healing abilities with 100% HP Threshold if all their teammates have full HP.
  • The A.I. does have a chance of not following the list and instead picking a random ability. The chance depends on it's A.I. type and the difference in total scaling & A.I. Score Bonuses.
  • It might also pick a different ability if the valid target(s) has:
    • Increased elemental defense against an element one of their available abilities has.
    • High Defense and the A.I. has access to an ability that deals piercing damage.
  • The A.I. prefers targeting units with low HP% (both attacks & heals) and a high Damage Taken Mod (only attacks). Buffs that increases damage/healing taken also affect the targeting priority.
  • Again, the A.I. has a chance of targeting a random unit instead. The chance depends on it's A.I. type, the difference in HP% & difference in Damage Taken Mod.
A.I. Type This unit has the A.I. type "Logical". They have a high chance of sticking to the list, and tend to attack the "weakest" enemy.
 
Phases Ability Preference List HP Threshold Abilities Passive Abilities
Phase 1 - EMP Blast (5th & onward)
- Shadow Blade (3rd turn & onward)
- Rogue Shot
- Attack


Tactics[]

This unit deals high amounts of damage, and can quickly clear waves of enemies. They also stand out from the other allied units for having higher than average stat growth. However, they do not offer much in utility, only having a long cooldown ability that drains focus. Furthermore, while the other allies has an ability rotation containg 4 abilities most of the time, this unit only has 3 abilities in it's rotation, not counting Attack for allies with a different 0 cooldown ability. This is because for them, Attack is mostly used as a reserve. For this unit this happens when Rogue Shot is silenced or the target has high Fire Defense.

The high amounts of damage this unit deals tends to backfire when they attack enemies that can reflect damage taken. An EMP Blast or Shadow Blade attack often leaves this unit with low HP or kills them outright. Guard can be used to mitigate reflected damage.

Speed reductions and the Blind buff (-50% Hit Chance) is less effective against this unit has half of it's abilities have +100% Hit. Bonus.

Trivia[]

  • Karantha is the second ally party member that is female that is relevant to the plot, with the first being Felicity.
    • Including party members that are non-canon, Karantha would be the fourth, due to Amber and Catelin appearing in Sonny

See Also[]

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